Yeah, there‘s really nothing in the danger calculation that jumps out for MEZ or Healing effects. Although it is a massive block of code with all sorts of weird edge behaviors.
Back during live, I ran a bunch of taunt experiments where it was evident a tanker could intermittently lose taunt to a mass hold. It was never clear why that was happening and the code hasn‘t helped much so far.
Along this line, I‘Ve been curious about what conditions zero out the damage accumulator that also factors into the danger calculation. My poor memory seems to think just going down isn‘t enough and you can reasonably reclaim Aggro if you are Rez-ed at some point. But, if you zone (for example, come back from the hospital), does your accumulated damage zero out making it difficult to regain Aggro if you return to a long fight. I remember somebody experiencing behavior like this back in live that we struggled to explain.
Oof ... yeah, I just went back and looked at the code and realized I completely missed the duration update and only saw the multiplier (i.e. tauntFactor) assignment.
So, my mistake! Need to start wearing those stupid reading glasses.